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Use GL_DEPTH_COMPONENT16 for renderbuffer

This commit is contained in:
Logan McNaughton 2016-10-15 21:44:52 -06:00 committed by GitHub
parent f17c7160d5
commit 0f5738e609

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@ -10,7 +10,7 @@ void FBOTextureFormats::init()
monochromeType = GL_UNSIGNED_SHORT_5_6_5;
monochromeFormatBytes = 2;
#ifndef VC
#ifndef USE_DEPTH_RENDERBUFFER
depthInternalFormat = GL_DEPTH_COMPONENT;
depthFormatBytes = 4;
#else